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Castle Argus

Last updated: March 6, 2026

New In This Chapter
8
Enemies
22
Chests
3
Locations
7
Hidden Items
Enemies
Chests
Items

Sail to Castle Argus, southwest of the Tower of Owen. King Argus, who you freed from Castle Hein, has a reward that'll turn the Enterprise into a proper airship. But the castle is packed with treasure across hidden passages and locked towers, so clear it out before you leave.

Sailing from Tokkul to Castle Argus

Castle Argus

Enter the castle and head up to 2F. You'll see a stairwell area with torches lining the walls. Walk over to the rightmost torch and interact with it to open a hidden passage to your right. Follow the passage south through another hidden gap to reach three chests at the end, each containing 1,000 Gil (126/367).

Castle Argus full walkthrough

Take the nearby stairs up to 3F for a small room with six more chests. The left side holds 3,000 Gil, 3,000 Gil, and 1,500 Gil (129/367). On the right you'll find 100 Gil, 3,000 Gil, and 100 Gil (132/367). That's 10,700 Gil from this room alone (not bad for a castle with no shops). Climb the next set of stairs to reach the 4F roof.

Three 1,000 Gil chests hidden behind the torch passage on Castle Argus 2F
Three Gil chests hidden behind the torch passage on 2F.

Switch one of your characters to the Thief job temporarily so you can pick locked doors. Walk west and north to the western tower door, unlock it, and head inside.

Locked tower door on Castle Argus 4F rooftop requiring a Thief to open
The locked western tower door on the 4F rooftop.

Talk to the White Mage NPC to receive two Elixirs (Hidden Item 27/61); both come from a single conversation. Hit the button on the right wall nearby to open the dividing wall, then collect three chests: Light Arrow, Phoenix Down, and Ice Helm (135/367).

White Mage NPC in Castle Argus Western Tower giving two Elixirs
The White Mage hands over two Elixirs.

Exit to the roof and cross over to the eastern tower. This door isn't locked. Inside are six chests: Fire Arrow, Book of Ice, Scholar Robe, Book of Light, Book of Fire, and Ice Arrow (141/367). The Books are Scholar-exclusive weapons that deal elemental damage, and the Scholar Robe is worth equipping if you're still running one in your party.

Back downstairs twice to 2F. Walk left through the passage and up the stairs to the Hall of the Round Table. Talk to King Argus to receive the Wheel of Time, the key item that powers the Enterprise's flight capability.

King Argus handing over the Wheel of Time in the Hall of the Round Table
King Argus hands over the Wheel of Time.

From the throne room, go right and up a hidden set of stairs on the opposite side from where you entered. This leads to a room on 4F with two chests: Bomb Fragment and Antarctic Wind (143/367). Press against the right wall between the two chests to reveal a long hidden passage leading to one final chest with a Tranquilizer (144/367).

Hidden wall passage on Castle Argus 4F leading to the Tranquilizer chest
Hidden wall passage leading to the Tranquilizer chest.

Enterprise airship

Leave Castle Argus and head east to Canaan. Enter the northwestern house and speak to Cid. Hand over the Wheel of Time and he'll convert the Enterprise into a convertible airship that switches between sailing and flying on command. Board the ship on the water and press confirm to take off.

Castle Argus to Cid's house in Canaan

One limitation: the Enterprise can only land on water, not solid ground. Plan your routes around coastlines and bays when choosing where to touch down. With flight unlocked, it's time to sweep the rest of the Floating Continent for bestiary entries and two towns you haven't visited yet.

Floating Continent bestiary

Head to the southern rim of the Floating Continent and land on nearby water. Walk into the grass to encounter three new bestiary entries:

Southern rim of the Floating Continent where Parademon, Lynx, and Hornet spawn
Southern rim landing spot for Parademon, Lynx, and Hornet.

All three sit around 25-27 ATK and 145-165 HP. Nothing here should threaten a party that cleared Castle Hein. Once all three are registered, fly to the southeastern rim near the forest and desert for five more entries:

Southeastern rim of the Floating Continent where Red Cap, Barometz, Slime, Tarantula, and Cuphgel spawn
Southeastern rim landing spot for the remaining five entries.

Red Cap and Slime only show up on plains; stay out of the forest if those two aren't appearing. The desert areas on the northern rim can boost Cuphgel's spawn rate if you're having trouble finding one here. These enemies are a step up at 28-31 ATK and roughly 200-220 HP each, but your party should handle them without trouble. Farm all eight entries before moving on.

Village of the Ancients

Fly to the southwestern rim of the Floating Continent. A town sits next to a large forested area; land on the coast and enter the Village of the Ancients.

Flying from Canaan to the Village of the Ancients

The weapon shop sells Wightslayer, Serpent Sword, elemental staves, Killer Bow, and various arrows. Most of this you've already found in chests. The magic shop is more useful: it carries Fira, Blizzara, Thundara, Cura, Blindna, and Teleport. Pick up anything you're missing since the -ara spells are your primary damage source for the next several chapters.

Village of the Ancients full walkthrough

Walk to the far east side of town and interact with the lone tree to find a hidden Serpent Sword (Hidden Item 28/61). It hits at 25 ATK, a decent spare weapon for a secondary physical attacker if you don't already have one from the shop.

Hidden Serpent Sword location by the lone tree in Village of the Ancients
Hidden Serpent Sword by the lone tree on the east side.

Gysahl

Take the airship east to the far edge of the continent. Gysahl sits next to the easternmost mountains; the dwarves mentioned it if you talked to them at the Dwarven Hollows. Land on the coast and enter.

Flying from Village of the Ancients to Gysahl

Check the magic shop in the southeast corner first. It sells Blizzaga, the first level-4 Black Magic spell you can buy, along with status spells like Confuse, Silence, and Break. Blizzaga is a big step up from Blizzara; definitely grab it for any mage who can cast level-4 spells. Libra is also here and reveals enemy HP and weaknesses, which is handy for bestiary completionists. And the item shop in the northern area sells Magic Keys for 100 Gil each, so you won't need to swap to Thief every time you hit a locked door.

Gysahl full walkthrough

Go to the southeastern corner of town and search the grass for two Magic Keys and one Gysahl Greens (Hidden Items 29-31/61). Then enter the large house near the center of town. Check the jars: the first jar of the bottom row holds Gysahl Greens (Hidden Item 32/61), and the first jar of the top row has another (Hidden Item 33/61).

Hidden Magic Key location in the southeastern grass of Gysahl
Search the southeastern grass for hidden items.

For the lone chest in Gysahl, enter the item shop that sells Magic Keys. At the entrance, step one tile down toward the door but don't exit. Instead, walk left to discover a hidden passage behind the counter. Follow it to a chest with a Shuriken (145/367).

Hidden passage behind the item shop counter in Gysahl leading to the Shuriken chest
Hidden passage behind the counter leads to the Shuriken.

Gysahl is complete. Make sure you've registered every sea bestiary entry from earlier chapters before continuing (check the Dwarven Hollows inner sea entries if you skipped any). Once everything is accounted for, board the Enterprise and fly off the edge of the Floating Continent in any direction. Stock up on Hi-Potions before you go; the surface world has tougher encounters from the start. The Temple of Water awaits below.

Collectibles Checklist
Enemies
82/225
Chests
145/367
Hidden Items
33/61
Locations
Altar CaveUrKazusCastle SasuneSealed CaveMythril Mines
26
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